This paper focuses on the decentralised micromanagement problem in SMAC, which is based on the popular real-time strategy game StarCraft II.
More details can be found in Appendix.
We compare the performance of our method and baselines on
two hard maps (2c_vs_64zg and 3s_vs_5z) and two super hard maps (3s5z_vs_3s6z and corridor) because the existing non-communication methods
do not perform very well in these scenarios [1]}We use SC2.4.6.2.69232 (the same version as VDN and QMIX) instead of
SC2.4.10. Performance is not comparable across versions..
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